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syntax
18 Hits, Last modified: 8 years ago
====== DED syntax ====== This page describes the common syntax elements of the [[ded]] (Doomsday Engine Definition) language. ===== Directives ===== Directives instruct the DED [[http://en.wikipedia.org/w/index.php?title=Parse... | | [[include|Include]]| Include the specified //.DED// file. | | [[include|IncludeIf]]| Include the sp
thing
7 Hits, Last modified: 5 years ago
====== Thing (DED) ====== ===== Syntax ===== <code> Thing { ID = "" Doomed Number = 0 Name = "" Spawn State = ... mes. To use more than one flag, use the following syntax: Flags = solid | shootable ^ Flag^ Doom^ He... or, so there isn't any need to use this flag in a ded (the flag is present to allow a standard HeXen li
values
5 Hits, Last modified: 8 years ago
====== Values (DED) ====== The Values block allows modifying many of the values used internally in a g... er, so you can't use it in the key names. ===== Syntax ===== Values { Key1 = "Example" ... |Other key = Hello ===== See also ===== * [[ded:Values for Doom]] * [[ded:Values for Heretic]] * [[ded:Values for Hexen]]
include
5 Hits, Last modified: 8 years ago
====== Include directive ====== ===== Syntax ===== Include "filepath" IncludeIf [Not] -option|gam... directive causes the parser to read the specified DED file. The contents of the included file are read ... parsed. ===== Examples ===== Include "Other.ded" Include if the command line option ''-texcomp''... the command line: IncludeIf Not -texcomp "skin1.ded" Include if the ID of the current game matches '
light
5 Hits, Last modified: 8 years ago
====== Light (DED) ====== A //Light// definition is used to attach a light and/or halo to a [[sprite]]... state|State]] definitions can be found in Objects.ded so if you want to add a light to a [[modding:stat... e [[modding:state|State]] definition from Objects.ded, add it to your own ded and add 32768 to the frame number. <note>The engine calculates the properties
sector_type
4 Hits, Last modified: 7 years ago
====== Sector Type (DED, XG) ====== A //Sector Type// definition specifies the properties of a gener... e exposed to mod authors and the specifics of the syntax. ===== Core concepts ===== ==== Ambient sound... oscillated to create a "wave like" effect. ===== Syntax ===== {{page>sector_type_syntax}} ===== Examples ===== ==== Ticker chain triggering ==== <code> Secto
material
4 Hits, Last modified: 8 years ago
====== Material (DED) ====== Definitions specify the properties of a material built from one or more t... e exposed to mod authors and the specifics of the syntax. ===== Core concepts ===== A material is an ab... efinitions are a type of texture. </note> ===== Syntax ===== {{page>material_syntax}} ===== Examples ===== A simple 128x128 Material composed of a single no
header
4 Hits, Last modified: 8 years ago
====== Header (DED) ====== Specifies metadata about the definition file. Use of the Header block is optional. ===== Syntax ===== Header { Version = 6 } ===== About DED versions ===== In DED version 5, there must be a semicolon after each statement, including blocks ins
episode
4 Hits, Last modified: 8 years ago
====== Episode (DED) ====== An //Episode// definition specifies the properties of a playable episode c... ion:1.15]] (by translating these definitions into DED format at runtime). Although MAPINFO supports so... their added flexibility and ease of use. ===== Syntax ===== {{page>episode_syntax}} ===== Examples ===== Doom's first episode, "Knee-Deep in the Dead" as a
infine_script_reference
3 Hits, Last modified: 8 years ago
Skip'' and ''SkipHere'' commands). ===== Script syntax ===== Commands are case-insensitive (some argume... gins with ''#>'' and ends in ''<#''. The general syntax of a command is: (command) (arg-1) ... (arg-N)... rings can be split onto multiple lines (like in [[DED]] files, see the [[Text]] definition). ===== Co
generator
3 Hits, Last modified: 8 years ago
====== Generator (DED) ====== In Doomsday all particle effects are controlled by the particle subsyst... g all [[mobj]]s of the specified type. | ===== Syntax ===== {{page>generator_syntax}} ===== See also ===== * [[howto:3D model particles]] * [[modding
map_info
3 Hits, Last modified: 8 years ago
====== Map Info (DED) ====== A //Map Info// definition specifies the properties of a map. ==== Core ... geometry, spawn-spot information, etc...). ==== Syntax ==== {{page>map_info_syntax}} ==== Examples ==== Doom's first map, "Hangar" in Map Info form: Ma
reflection
3 Hits, Last modified: 8 years ago
====== Reflection (DED) ====== Any surface (flats or walls) can be rendered with [[shiny surface]] pro... ding mode flags such as add and subtract. ===== Syntax ===== Reflection { Texture = ""; ... # One of the bm_* flags defined in Flags.ded. By default # reflections use additive
finale
3 Hits, Last modified: 8 years ago
nformation on how to create an InFine script, the syntax, and examples. ===== Syntax ===== InFine { Before = ""; # Identifier of the map befor... ng rules are used when reading the script and the DED # file itself, so for instance strings can
state
2 Hits, Last modified: 5 years ago
====== State (DED) ====== ===== Syntax ===== <Copy> State { ID = ""; Flags = flaga | flagb | flagc; Sp
texture_environment
2 Hits, Last modified: 8 years ago
text
2 Hits, Last modified: 8 years ago
sky
2 Hits, Last modified: 8 years ago
sprite
2 Hits, Last modified: 8 years ago
sound
2 Hits, Last modified: 5 years ago
group
2 Hits, Last modified: 8 years ago
flag
2 Hits, Last modified: 8 years ago
music
2 Hits, Last modified: 8 years ago
detail
2 Hits, Last modified: 8 years ago
decoration
2 Hits, Last modified: 8 years ago

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